Reelism Gold! Expansion Pack 3 (X3.1 Patch p.101)
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Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- Ed the Bat
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Re: Reelism X2.1: Reelism And Beyond (??? p.75!)
Not bad. Map plays pretty well. I like it.
Grammar and spelling on the entrance and jackpot messages could use some work, though.
Grammar and spelling on the entrance and jackpot messages could use some work, though.
- Captain J
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Re: Reelism X2.1: Reelism And Beyond (??? p.75!)
and skys too, also we need more maps but doom themed ones just like gothic's one, i say.
Re: Reelism X2.1: Reelism And Beyond (??? p.75!)
This mod is something awesome! Particularly funny and surreal!
- Kinsie
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Re: Reelism X2.1: Reelism And Beyond (??? p.75!)
HEY NERDS. A guy called HexaDoken did some hackings to make the current public release pretend to work in Zandronum 2.0 Alpha. It's very bandwidth-heavy and Gutrot Island is disabled, but at least its something.
Sadly he doesn't seem to have sent me any documentation on the changes he made so I can't integrate them into the next version when I next work on it sometime in 2016. ALAS.
Sadly he doesn't seem to have sent me any documentation on the changes he made so I can't integrate them into the next version when I next work on it sometime in 2016. ALAS.
- Ed the Bat
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Re: Reelism X2.1: Reelism And Beyond (??? p.75!)
This intrigues me greatly. The amount of features removed to work with this depressingly out-of-date engine must have been STAGGERING.
I may poke around in this to see if I can learn anything interesting. Maybe.
OH, and this reminds me. I recently discovered a rather embarrassing copy/paste bug that I must've put in this when I joined the project some... two years ago. Looking at the ACS, it appears that Player 2 is not allowed to end a match. Any other player can, though! I'll fix that the next time a beta build dribbles over my way.
I may poke around in this to see if I can learn anything interesting. Maybe.
OH, and this reminds me. I recently discovered a rather embarrassing copy/paste bug that I must've put in this when I joined the project some... two years ago. Looking at the ACS, it appears that Player 2 is not allowed to end a match. Any other player can, though! I'll fix that the next time a beta build dribbles over my way.
Re: Reelism X2.1: Reelism And Beyond (??? p.75!)
Nice! For some weird reasons, latest versions of Gzdoom crashes on my notebook, so I can't play any doom mod more than 10 or 20 minutes before going to a blue screen, good news to me 

- Captain J
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Re: Reelism X2.1: Reelism And Beyond (??? p.75!)
slightly older version of the gzdoom worked for me, anyway glad to see it's on a topic now!
Re: Reelism X2.1: Reelism And Beyond (??? p.75!)
Sooo, any news on a new release? The last thing I heard was that it supposed to be released in December, then it got delayed, and I've heard nothing on it ever since.
- Ed the Bat
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Re: Reelism X2.1: Reelism And Beyond (??? p.75!)
Beed28 wrote:Sooo, any news on a new release? The last thing I heard was that it supposed to be released in December, then it got delayed, and I've heard nothing on it ever since.
You've heard nothing on it since, huh?Kinsie wrote:...the next version when I next work on it sometime in 2016. ALAS.
- Captain J
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Re: Reelism X2.1: Reelism And Beyond (??? p.75!)
Ed the Bat wrote:You've heard nothing on it since, huh?Kinsie wrote:...the next version when I next work on it sometime in 2016. ALAS.
i just forgot that, what a sad story.
- Ed the Bat
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Re: Reelism X2.1: Reelism And Beyond (??? p.75!)
Ah, don't worry Cap'n. I'm sure Kinsie was exaggerating. My point was that Beed claimed he heard nothing on it since the delay late last year, when literally four hours earlier, Kins implied that it's in the works, but could take some time.
- Kinsie
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Re: Reelism X2.1: Reelism And Beyond (??? p.75!)
I've been burned out on ZDoom for a while, is all. Hopefully I'll get back on the bike soon.
Re: Reelism X2.1: Reelism And Beyond (??? p.75!)
Guess what. I only removed cosmetics. That REELism is fully workable bro.Ed the Bat wrote:This intrigues me greatly. The amount of features removed to work with this depressingly out-of-date engine must have been STAGGERING.
Ehh. I forgot. so sorryKinsie wrote:Sadly he doesn't seem to have sent me any documentation on the changes he made so I can't integrate them into the next version
I mostly just blatantly commented out functions that didn't work in Zandronum, changed all named scripts to numbered scripts, and rewrote the main system for it to work with Zandronum's net system. That last one you should probably ignore since Zan and ZDoom do their networking differently and if you try to apply my changes to ZDoom version something might break.
Though I did come with a hopefully more better written version of your spawners(and managed to turn the mostly nicely organized acs libraries into a huge mess while at it).
I'll write up a real document soonish.
- Ed the Bat
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Re: Reelism X2.1: Reelism And Beyond (??? p.75!)
Then I am all the more impressed. Once you've given Kins full documentation, perhaps I'll be helping him roll together the changes for the forthcoming X3 series. Sadly, I know for certain that some features, such as the custom boss system, won't be compatible, due to Zandronum ACS' limited string support. But who knows, maybe someday...HexaDoken wrote:Guess what. I only removed cosmetics. That REELism is fully workable bro.
Re: Reelism X2.1: Reelism And Beyond (??? p.75!)
Hey, are there any news? An update was supposed to come out last december, and well, we're in april now 
